92 lines
4.1 KiB
HLSL
92 lines
4.1 KiB
HLSL
//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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uniform extern float4x4 World;
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uniform extern float4x4 View;
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uniform extern float4x4 Projection;
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uniform extern float4x4 WorldViewProj;
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uniform extern float4x4 WorldInverseTranspose;
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Texture2D<float4> Texture : register(t0);
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sampler TextureSampler : register(s0);
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struct VertexShaderInput
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{
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float4 Position : POSITION0;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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};
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struct VertexShaderOutput
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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};
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VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
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{
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VertexShaderOutput output;
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output.Position = mul(input.Position, WorldViewProj);
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output.Normal = normalize(mul(input.Normal.xyz, (float3x3)WorldInverseTranspose));
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output.TexCoord = input.TexCoord;
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return output;
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}
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float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET
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{
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return Texture.Sample(TextureSampler, input.TexCoord);
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}
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technique10 Technique1
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0 VertexShaderFunction();
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PixelShader = compile ps_4_0 PixelShaderFunction();
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}
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}
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